Not sure I should bump this thread. I haven't done *anything* towards OTDA3 in a long time. And GitHub keeps sending me dire warnings that all the libraries I used have increasingly critical vulnerabilities. (I may be exaggerating some, but there have actually been several dire warnings on multiple dependencies.) And I let the otda3 dot com domain name go when confronting my domain collecting addiction. (Again, slight exaggeration.)
I'm also not sure at this point if I want to continue pursuing Angular; I'm often finding native JS more useful these days, or at least some of the new extensions like web components, and I have a big interest in webassembly (as a build target for compiled languages; obviously not native wasm coding). I also retired a few months ago, so while I want to stay relevant and current just in case, I may now tend to favor shiny fun stuff over shiny useful stuff. For example I seem to have lost interest in reactive programming (RxJS).
Hence why I'm posting. I did a thing with Godot (game engine with both 2D and 3D engines) the past day or two. First I updated it and reimported and checked my civ3 Godot stuff from earlier in the thread. I had to manually update my civ3 install location, but after that it all still works.
Then I started a 3D tutorial and kind of took off in my own direction once I saw some 3D basics. I'll post links to the web version and a video for the fun of it...I enjoy watching that way too much.
But some of the tactics I used in the 3D stuff made me realize I could apply some of the same tactics to the civ3 display stuff. And my c3sat and cia3 map generation already passes data and has the client render, so it really shouldn't be technically hard at this point to have Godot render the map with c3c-native imagery. (But probably still time consuming...maybe.)
And come to think of it, those particular ideas may not belong in this thread. But still, the same programming tactics could be used for OTDA3. The logic I had was pretty simple. And the way I had the units self-moving translates very much with the way I made the falling blocks thingy.
Anyway, here's my Godot 3D toy that really has nothing to do with Civ3 except it might spur me into some more Civ3+Godot tinkering:
13 MB wasm load, plus a startup delay, but runs in browser forever:
https://lib.bigmoneyjim.com/falling-blocks3/falling-blocks.html
13 MB sounds huge to me for a web app, but this YouTube video is only a couple of minutes long and is probably much more than 13 MB:
My "tactics" were that each block manages itself, and the main scene just spawns any number of them. The encapsulation and scalability intrigue me.